Hello pawn shop owners. In today's update, in addition to the bug fixes and improvements we regularly make, 3 new products have been added to the game. From now on, every update (including HotFixes) will include 2 new products. We hope we can increase the diversity even more with new products. Enjoy
Here's what's fixed :
- If you press windows key or alt tab/esc menu, cursor won’t disappear/go back locked to game fixed - Some pavement in the city doesn’t have collision and the car falls under fixed - Wrongly placed side wall in shop fixed - Seconds inside the tablet clock has removed - Map improvements maded - Some object names changed - Some objects positions in player hand changed - Chrash sound when you crash NPC' with car has removed
Funko Fusion launches TOMORROW, September 13th! Here at 10:10 Games we’re excited to finally get the game in your hands! Check out the map below to find out what time the game launches in your region:
Last Call For Pre-Orders!
As a part of the launch celebration, Players who pre-purchase Funko Fusion will receive The Walking Dead Pack for free!
The Walking Dead Pack features: - Rick Grimes playable character. - Rick Grimes "Leader" variant outfit. - Michonne playable character. - Michonne "Traveler" variant outfit.
If you're holding off on purchasing the game, no worries! The Walking Dead Pack will be also available for purchase after the pre-order period.
Don't forget, all Funko Fusion Players on Steam can also claim the the Team Fortress 2 Pack for FREE!
You've Been Promoted To Colonel!
In case you missed it, we've announced that KFC Colonel Sanders has joined the Funko Fusion roster and will be unlockable for all players at launch via an in-game mission!
Steam Deck Update!
We've seen feedback from Steam Deck players who are eager to jump into our festival of fandom as well, and for that, we're incredibly thankful! We have Steam Deck fans in our studio as well. Funko Fusion will not be officially supported on Steam Deck at launch, but we will be working to optimize the game for Steam Deck post-launch. We don't have an exact date for you just yet, but rest assured that we want to welcome Steam Deck players into the worlds of Funko Fusion with a great experience on Deck!
Thank you Steam Deck community!
That's all for now! We're looking forward to launching Funko Fusion tomorrow and we can't wait to invite you into the Wonder Works Factory for the first time!
As THRONE AND LIBERTY prepares for early access and full release, we'd like to provide some additional information and clarity to a few areas from our original Business Model article. If you haven't had a chance to read through that article, we recommend familiarizing yourself with the content, as this article is a follow-up to many of the concepts and ideas discussed throughout that piece. To quickly recap the core of the previous article, we identified three tenets that embody our values, guide our decision-making, and serve as the business model’s foundation:
Player self-expression is paramount
Combat and power upgrades must be accessible to all players
Purchasing items from our in-game shop must feel rewarding, but never necessary
So, with those in-mind, let’s cover some answers to top questions we’ve seen arise from the THRONE AND LIBERTY community.
Auction House
We believe the auction house is fundamentally important to allow free-to-play players a method to earn premium currency in game. The Auction House is the hub for the player-driven economy within THRONE AND LIBERTY, where players can trade items and gear with each other. Since premium currency is not required to list items, all players can sell items on the Auction House to acquire premium currency without spending real world money.
As we were designing the auction house we wanted to place limits on the types of items directly purchasable. Only base level gear can be listed on the Auction House. Any gear that has been advanced or upgraded in any way— if traits are unlocked or upgraded— it is not eligible to be listed for sale. Gear obtained from instanced content such as Co-op Dungeons and Guild Raids are also not eligible to be listed in the Auction House.
One of the main goals is to provide a consistent system for free-to-play players to earn currency in-game and use the Lucent earned to acquire content normally locked exclusively behind paywalls. If you choose not to spend a dime, you can earn premium currency in-game through various activities, from collecting rare drops to sell to other players on the auction house, and PvP rewards. With this earned currency, you'll have the freedom to unlock cosmetics, leveling passes, battle passes, and more—a ton of items that would typically be locked behind a paywall in other games. Our goal is to make THRONE AND LIBERTY accessible to all, across PC, PlayStation, and Xbox.
Lucent
We’ve seen some some player questions about how Lucent will function. Lucent will be shared across all characters on your account. Players may earn or purchase Lucent on any server. Players may also spend Lucent on any server they choose. For example, players with a character on an server ‘A’ may sell items on the auction house to earn Lucent, then, on another character, may choose to spend that Lucent on server ‘B’.
Cosmetics
Account-Wide Cosmetics
Items of the following type will be shared with all characters. Those items include:
Any cosmetics acquired through packs purchased with real-world money or Lucent.
Any cosmetics acquired through Early Access Packs. The outfit is account wide but style, dye, and patterns are character specific. Customization options are not account wide.
Any cosmetics acquired through Twitch Drops.
Please note, cosmetic items that are earned through game-play or events will be character specific. Battle passes and leveling passes are also character specific. The rewards in each can be useful and we want to allow you to purchase up to one per character. The purchase and rewards of the Battle Pass and Leveling Pass are applied and earned on a per-character basis, but the cosmetics obtained from them are account-wide. The first time you receive the cosmetics, they will be saved to your account, and if you receive them multiple times, they will remain in your inventory as an item and can be sold to a vendor. Cosmetics purchased from the in-game store will also be account-wide, meaning they can only be purchased once per account instead of per character.
Early Access Packs Clarifications
Early Access Packs, including the Lucent they contain, are granted to your account upon first login.
We’ve also seen a common question from the community asking if the colors of the costumes showcased in the Early Access Packs were the only option. Absolutely not! By using the Mirror Boutique you can dye your costume and customize your appearance in a multitude of ways. Helmet and accessories are optional. A few configuration options are shown below. Please note that to change colors and patterns, Dyes and Sewing Threads are required.
Find the full cosmetics available in the Early Access Packs in our showcase article.
We’re excited for you to set foot in Solisium and begin your adventure on September 26 for early access and October 1 for the full release. Stay tuned to our website and social channels for more information as we head toward launch. We’ll see you in Solisium soon!
These will also work fine on screens and projectors that aren't 4k yet
For this update we have a feature requests fulfilled, and several more things added:
- You can now connect AI VJ to other software through Spout:
So if you wish to steam with AI VJ in the backgrount, you can!
Or if you'd like to do post-processing in Resolume, and apply effects, you can!
Moreover Spout is super efficient, and the industry standard way to do this! (Thanks deverostv for the request!).
In the future we plan to add various music synced effects and shaders. AI VJ is being developed in Unity after all! But while other updates are happening, and in general, Spout is a nice way to add spice to the visuals, for those who own Resolume or other VJ software!
- We've added a tutorial setting out how to use Spout, as well as for using your own VJ videos / loops and images in AI VJ, and other things, such as working with a projector or external display
- Besides all this, there is now also an 'open folder' option for every DLC in the menu, in case you'd want to import the videos into other VJ software directly. Though be aware of the license conditions
- To support Spout we had to switch to Unity's High Definition Render Pipeline. This means AI VJ is now optimized for high quality output, using the latest GPU features!
Especially handy for said effects, shaders, and future 3D animations that we are planning, eventhough these are still mid to low on the roadmap. It did require a fair number of color, and other backend changes. Though these were eventually needed anyway!
Next up on the roadmap is an expansion of the UI, to allow multiple tabbed decks with banks, and then visuals. So it will be easier to organize visuals, and add Steam Workshop support in the future.
If you encounter any issues caused by the switch to the new Unity Render Pipeline, or Spout, please let us know here or through discord.
Smaller fixes not announced widely before are: - A bug in the keyboard bank selection was fixed - Small text fixes
Join us on Discord!:
Other feature requests & bug reports are welcome. Either here or on our discord!
New update to version v0.4.6b with the following changes, improvements and addition of content:
- New German language available selectable with the [language german] command. - Corrected line breaks in new languages. - Fixed the hidden word challenge whose word did not appear after adding the new languages. - Corrected the positions of some texts in the new languages on the 'How to play' screen. - Corrected the position of the 'Press Enter to play' text in new languages. - Fixed some minor bugs.
More languages and some visual improvements will be available soon. Thank you for your patience and trust.
Whether you're new to the game, or you're a long-timer and have played the prototype on itch (maybe even played it a lot?) - welcome to Ballionaire, now on Steam!
I’m Brian, aka newobject, the creator of Ballionaire. I’ve been working feverishly on the game for almost a year now, and I’m so excited to start to reveal it today! Ballionaire is a roguelike “numbers go up” pachinko-builder. An “autobonker”, as I like to call it! It combines chaotic, kinetic motion with a simple-but-deep drafting-and-theorycrafting strategic level of play.
For this inaugural post, I wanted to discuss the game’s visuals. If you’ve played the prototype, I’m happy to report they’ve undergone a serious glow-up - here’s a little peek at the new direction:
Ballionaire takes its visual inspiration from many sources: the world of indie comics and underground zines, media with iconic character identities like Mr. Men and Adventure Time, as well as classic games like Parappa the Rapper and Katamari Damacy. In fact, if you want a peek into the strangeness of my brain while making Ballionaire, you can even check out the mood board I’ve used to keep on theme!
The world of Ballionaire is populated by everyday objects, come to life - what we call “triggers” in the game. Let’s meet one of them right now, Brick!
Brick will happily spawn a new Coin ball if you’re able to bonk him from below. He’s pretty beat up and chipped, but putting on a brave face - smiling and doing his job. Turns out, it’s a lot of work, being a trigger. But if you want to be a Ballionaire, you’ll need their ceaseless labor to earn you big bucks. Not that you get to keep this money - no no no, it’s merely a tribute you’ll pay to the Ballionaire Elders … an obscure order of wealth hoarders who we’ll meet in a future Steam post.
Ballionaire’s mood takes inspiration from things like Spirited Away, Pikuniku, The Prisoner, and Undertale. But don’t think about it too much. Just put a smile on your face and start bonking - the Elders await your tribute. Welcome to Ballionaire!
Stay tuned for more updates! In the meantime, don’t forget to wishlist the game on Steam and join the Discord!
Today we have updated the Unlighted demo: gameplay improvements, performance improvements, a new achievement, a new mechanic, a new level, a new world. All this has been thanks to all the feedback received, to your support and your trust.
In this update, you will enter a strange world full of objects that are about to be forgotten. You will have to escape from there before it is too late. You still have something that links you to the real world, so don't lose it. Use all the tools you have at hand, modify gravity to access inaccessible places and reach the glowing threshold to survive. Staying too long in the Threshold Dimension can have serious consequences.
It has been a challenge for us to get to the point where we are, where we go beyond a simple puzzle game. With Unlighted we are looking for more. We seek to convey a message, to leave a mark in one way or another. We want to help you, in our own way, just as you help us. We are looking forward to show you everything we have prepared for the final game, we are going to work very hard to bring to the world a worthy game that, at least, meets our standards. We won't settle for the bare minimum.
Thank you very much for making this possible and, above all, Don't forget.